DUXU Theory, Methods and Tools

User-centered Web design essentially impacts a website's success and
therefore directly or indirectly influences a classic or digital enterprise's
prosperity. "Conformity with user expectations" as one of seven dialogue
principles according to the ISO 9241-110 standard is one critical success
factor as it regards efficient and effective task completion. Over the past ten
years, numerous recommendations for designing Web elements have been published,
and some of them deal with conformity of user expectations. However, there are
cultural differences concerning how design principles should be applied on Web
elements. In this paper, we outline examples of their implementation, followed
by discussing the results of an eye tracking study, which indicates that not
all recommendations for design principles provided in related work --
especially from the Anglo-American area -- are valid for European end users
and, finally, that their validity may change over time.

The purpose of this paper is to identify some of the possible contributions
of the entitled Philosophy of Design to the processes involved in the User
Experience methods. After a brief introduction on User Experience principles
and methods, we will make a brief overview of the history of research in
Design. Moving on we shall review some of the main precepts of Philosophy of
Design and, finally, make evident the scientific and pragmatic predominance of
the User Experience methods.

Heuristics give some general principles or reflections that should be taken
into account when an interface is being developed. Heuristic evaluation should
end with a set of recommendations or advices directed to the responsible of the
application or web site. Interaction patterns have reached a certain level of
maturity. Designers and developers are offered different pattern catalogues
that help them to design usable interfaces and better interactions. In this
paper, a method to use interaction patterns in heuristic evaluation is
proposed. The idea is to establish a correspondence between each heuristic and
one or more interaction patterns. After presenting this correspondence, the
paper illustrates the concepts by showing a real case.

Keywords: Usability; interaction patterns; heuristic evaluation

Making the Design Process More Usable: Aligning Design with User Performance

One key drawback when evaluating usability return on investment (ROI) is
that the assessment criteria are often subjective, making it difficult for
members of a development team to buy in to the need to support
usability-derived redesign recommendations. It is thus necessary to convey to
the development team the importance of design for usability in a format that is
universally understandable. The use of measurable usability requirements to
assess usability ROI was found to be an effective approach to align design with
operational performance and at the same time justify the need for redesign to
the development team. This approach should result in better development team
cohesion, as well as superior end product performance, which captures and
supports the needs of end users and other stake holders alike. In the current
effort, this alignment process is described, and the utility of the approach is
demonstrated by its application in a field case study of the successful design
of a software application.

Keywords: Usability; Return on Investment; User Experience; Design

Exploring the Learning Problems and Resources Usage of Undergraduate
Industrial Design Students in Design Studio

Design is a power weapon of modern companies. It is important to have
excellent designers for the industry. The purpose of this study is to explore
the learning problems, and the resources that students used to overcome
problems in undergraduate industrial design studio courses. The survey with
open type questionnaires was used to collect data. There were 189 undergraduate
industrial design students from 3 universities participating in this study. The
results demonstrated that the most difficulties design tasks included concept
generation, design presentation, and design research. The learning resources
used to solve the learning problems included 4 categories: people, object,
method, and environment. This information can increase the understanding of the
learning process of students, and provide the reference for teaching planning
and the setting of the learning resources in design education.

Nowadays, ergonomics tries to imagine and to create new methods based on
social situations to understand users' needs when these end-users are issued
from different cultures. Because these needs are socially and culturally
determined, new technology cannot be designed without understanding how it is
embedded in its socio-cultural context. The aim of this paper is to present the
Expert Community Staff (ECS) method, an innovative participatory method to
enlarge real users' needs. First, we present the theoretical background of this
method. Second, we present the methodological implications for the design.
Finally, the advantages and disadvantages of this new participatory method are
discussed.

Creativity needs freedom. This must be considered by project managers and
senior managers of HCI design organization. The improvement of quality through
job enrichment and at the same time saving costs demands personal skills,
expertise, motivation and creativity. Creating task models leads to a
qualitative high-grade HCI design. Usage-centered design is based upon a user
interface derived from a series of models containing interrelated task cases.
Nevertheless, creative processes must have been installed. As creativity needs
freedom to increase quality and efficiency in general, this should be widely
applied. Job-enrichment achieved through expertise, motivation, creativity as
well as thorough better planning is an essential step for creating qualitative
HCI design.

Keywords: HCI design; freedom; creativity; quality

Developing Idea Generation for the Interface Design Process with Mass
Collaboration System

This study is about an Internet-based web service realization to collect
data using mass collaboration to put in place Organic User Interface (OUI). As
mass collaboration draws attention as a means of collaboration, and its effects
are proven, a number of studies have suggested applications and problem-solving
skills based on mass collaboration. This study introduces cases of
experimenting with mass collaboration, and suggesting an example of system
structure design that cares for interaction design.

A huge shift in design in the industry has widened the design scope from
pursuing usability and visual attraction to covering user's comprehensive
experience. One of the most important aspects of the user experience design is
providing positive and enjoyable experience to the users. While both tangible
and intangible approaches are important, only a few practical studies have
focused on the intangible aspects such as emotion and human needs. This paper
describes the importance of the fulfillment of the user's needs for
differentiated enjoyment of user experience design, and suggests a practical
design method. The authors propose an experience design process and method,
which helps to generate innovative design concepts based on the user's
psychological needs.

This article attempts to argue that social, political and economic
perspectives supported by a cultural understanding of societies and regions are
the cornerstones for a more comprehensive external analysis. Extreme trends and
developments in nations' political, economical and social situation are a
source for innovation in the development of user interface designs. As social,
political and economical developments in a society are difficult to change
overnight; various case studies have illustrated the potential role of
interface design in improving the negative aspects of these developments,
usually represented by extreme cultural trends. A bottom-up analysis of the
case studies resulted in the six (6) preliminary categories, which function as
a guide for a broader approach in terms of future external analysis and goal
finding. However at this moment, it cannot be guaranteed that design concepts
generated from a cultural difference perspective are more innovative than
others.

The Graphic Design Program at the University of South Florida, Saint
Petersburg utilizes Socratic Questioning to develop lifelong learners. In
today's society lifelong learners continually are re-examining their knowledge
and developing their critical thinking skills. The Graphic Design Program
teaches the Socratic Questioning methodology so students are able to develop
higher-level thinking in their design work. This implementation of higher-level
questioning allows the students to critically analyze their ideology of design.

Keywords: Socratic Dialogue; Design; Education; Graphic Design

Ethnography, Ethnography or Ethnography? What Happens When the Same Word
Means Different Things to Different People?

This paper discusses how the notion and practice of ethnography differs for
practitioners with different disciplinary backgrounds, especially in a context
where ethnography exits academia to enter industry contexts. The paper is
divided into four sections. The first provides background to specific
experiences and briefly over-views existing literature. In the second part we
compare our experiences through an industry case study. The third section
proposes a taxonomy, suggesting a number of implications, and providing
recommendations on how to integrate cross-disciplinary approaches to expand the
scope of conducting user research. The final section wraps up our propositions
and provides a number of recommendations.

This article is a field report about usability and internationalization
based on the example of Japan. It will explain, based on examples, how proper
internationalization improves the usability of software.

DUXU Guidelines and Standards

The current ISO 20282 standard is intended to provide a test method that can
be used to assess the ease of operation of walk-up-and-use products and
consumer products. The standard is currently being revised to improve the
cost-effectiveness of the test method, to broaden the scope to include aspects
of usability that go beyond ease of operation, and to more clearly define how
to obtain reliable results. But the challenge remains to provide a standard
that will be cost-effective and useful to manufacturers, purchasers and test
houses.

Recent advances in technology led to common use of large screen in daily
use. Applications of large displays are categorized in three groups; private,
semi-public and public applications. Private and semi-public displays allow
visualization and manipulation of large amounts of data at once. The increase
in display size leads to an increase in data amount, which in result causes
users to adopt a complex way of use. These changes arise the need for research
in usability, interaction and user performance aspects of large displays. This
study evaluates the effect of physical display size and resolution on GUI
designers' perception and implementation of usability guidelines. Results
suggest that subjects perform better on large displays for visual search and
comparison tasks such as checking alignment, visual format similarities, etc.
Reading related evaluations, on the other hand, are not supported by the larger
displays.

Precise use of terminology must be a key component in the communication
amongst the product team and with end users. It is not a simple goal to have
standardized terms used throughout a lengthy development process in which many
people with different expertise and at different locations are involved.
Terminology tools and processes used by trained terminologists enable precise
use of terminology throughout the product life cycle, in all content management
systems and by all contributors to the content supply chain.

Using the usability ISO product standard 9241/110 as an example, the author
will show that standard software manufacturers can lay the foundation for the
requirements described in usability ISO standards. However, the final
fulfillment of these standards comes through customization commitments from the
customer buying and using the standard software.

The introduction and manifestation of software quality according to ISO 9241
series in the enterprise ecosystem depends on many factors. Most of them are
not technical ones but merely organizational and process-dependent. They become
therefore hard to assess for an enterprise organization. It is essential to
unveil these uncertainties, to address them and to solve them in a most
constructive way that replaces the "angst" inside an organization seeking
compliance with ISO 9241 series standards where applicable.

Since websites are accessible from all parts of the globe and across many
nationalities and cultures, the challenge for designers is how to make them
suitable for international use. While it may not be possible to appeal to all
users that may access a website, it is possible to maximize its acceptability
and effectiveness internationally. This paper describes published guidelines
for achieving a certain degree of international and cross-cultural acceptance
without necessarily requiring a large amount of work and effort. It also
describes a study conducted on colour association with a sample of users from
different countries, and how the results might assist designers.

Business developers worldwide seek to develop sustainability software with a
user experience that provides usability, usefulness, and appeal. This paper
describes the research and analysis that led to a design philosophy and a set
of principles that were then "tested out" in a series of short prototype
applications intended to make more compelling and engaging business
applications incorporating sustainability and taking advantage of people's
interests, expertise, and experience with sustainability.

Usability standards play an important role in Europe, where companies are
legally obligated to ensure that the workplace meets software ergonomic
standards. Therefore, usability can be a critical factor in a company's
decision about which enterprise software solution to implement. In this paper,
we provide a real-world case study where meeting ISO standards and providing
usability data to a customer heavily influenced a competitive sales deal.

In setting out to perform summative usability testing on a new suite of more
than 100 enterprise software applications for 400 different user roles, we
faced a number of challenges in terms of staffing, scheduling, and resources.
ISO 25062 provided a valuable organizing framework to plan, scope, and
implement our testing effort. In this paper, we discuss the considerations and
steps that we took in test planning and management, including our
prioritization strategy and creation of an automated data collection system to
minimize impact on staffing resources and the usability engineering workload.

Novel DUXU: Devices and Their User Interfaces

The goal of this study was to determine the level at which touch screen
latency becomes annoying for common tablet tasks. Two types of touch screen
latency were manipulated for three applications: Web page browsing, photo
viewing, and ebook reading. Initial latency conditions involved an initial
delay in the screen's visual response to touch inputs but with no delay after
the beginning of a touch input. Continuous latency involved continuous delay
for the duration of a touch input. Both types were tested from 80 to 780 ms.
Touch inputs included resizing with multitouch input, panning, scrolling,
zooming, and page turning. Results showed a statistically significant main
effect for application, but differences were small. Continuous and initial
latency showed little difference in ratings except with ebook reading. Trend
graphs show levels of user ratings by latency duration.

In this paper we address the problem of coverage area with multi-robot
system by giving an autonomy level to single robot as well as the team. The
coverage concept is based on Voronoi algorithm and it applied to extract the
minimum number of views from the supervised environment. Human Robot Interface
was developed to allow user to selects minimum points' locations where robots
have to achieve the supervision task. Moreover, user can access at any time
through the interface watching video streams feedback coming from robots and
semi-autonomous robots can locally correct their paths if probability
collusion, with the environment, is predicted based on new adapted Active
Counter Model. However, failed robots can easily request help from user, where,
this last acts overcoming the robot from its unlikely situation. The coverage
strategy that we proposed combines the real robot motion (by consideration
motion error and process the correction method) and the human robot interaction
as well as the supervision paradigms.

In the everyday capturing and sharing of digital images, one is rarely
confronted with the notion of this media being any different than its analog
counterpart. With the exception of an occasional compressed artifact, the
medium remains transparent to the pictorial content it contains -- that is
until an error or glitch occurs, providing a brief glimpse into the inherent
properties of the medium itself. However, through advancements in error
detection techniques, these artifacts are seen with less and less frequency,
thus further removing the message from its medium. What if the glitch was
caused intentionally? What range of innovative visual possibilities might
unfold as the digital image is pushed beyond its ideal state? In pursuing these
questions, the term precise mishandling was coined to describe a method of
carefully and thoroughly manipulating the structural code found within a
digital image, meanwhile observing the reaction this had on the pictorial
surface. Utilizing the most common file format for digital images, the JPEG,
this paper follows the discovery of a technique for generating innovative
imagery through the cross-media visualization of text.

The ability for an interaction with a user to adapt over time can aid in the
creation of more engaging user experiences as well as helping to drive business
growth through strategic application. These adaptations may take two broad
forms: active and passive, with each exhibiting certain characteristics
depending on context of use. Each of these models is rooted in the system model
for adaptation, a 4-step cycle of information gathering, induction and response
that forms the foundation for designing the nature of an adaptive system. In
this paper, we describe the nature of adaptation, explore various contexts of
use with modern examples and describe potential strategic business application
for this interaction methodology.

This paper is to clarify the usefulness of imaging methods, such as imaging
figures or words, for realization of effective Brain Computer Interaction
(BCI). We design some experiments in which subjects engage in imaging figures
or words. Event Related Potentials (ERPs) are measured through the experiments.
Some variables of ERPs are introduced for the data analysis of our
experimental. We consider ERPs as vectors of various components. Using the
norms of the vectors, we discuss which imaging methods are suitable.

Multitouch technology on tabletop displays allows children to interact with
digital objects in collaborative activities. This paper explores both
evolutions in hardware and opportunities in software toward supporting the
engagement of children, with consideration of impact on user interfaces. We
outline a demonstration of our Multitouch Education Table (MET), a portable
hardware system and virtual card game suite targeted for use by elementary
school students.

With the emergence of new types of design media, design products are
becoming more diverse. However, the user's habits of designing are difficult to
accompany with the design media to convert. This study analyzes the behavior of
users to offer an optimized design method for designers using new design media.
Therefore, in this paper, furniture catalog is adopted as a study case, for an
analysis of used habit of 2D paper-typed catalog. Then, an experiment is setup
with a virtual catalog which is designed by 3D interactive software and induced
with original used habit. Subjects participate in this experiment and make use
of the certain catalog. Finally, two kinds of evaluations, usability evaluation
and Heuristic Evaluation, approach to the analysis of new media design. In
conclusion, the designer could have a better design method during crossing
media-dimension.

Most of the modern operating systems come with accessibility and screen
reading features. They also have with basic word processing applications.
However, many of the languages are still not supported in the screen reading
application and neither do they come with features such as translation and
transliteration (phonetic). Many plugins are available to overcome these
barriers, but the visually impaired users and/or users without administrative
privilege will not be able to install those in the local computer. This paper
discusses about implementation of a rich internet application that enables
users to have access to a free online word processor which can translate,
transliterate and speak out words (in different languages) that have been
typed, which can be very helpful for learners of foreign languages and visually
impaired users.

This paper presents a guideline for a hospital guidance system that provides
outpatients with guidance about their process and location. When visiting
general hospitals, outpatients often encounter difficulties in understanding
the hospital process and in knowing where to go next during that process. To
address this issue, we initially conducted an ethnographic interview of fifteen
outpatients to determine their needs, interviewed hospital staff to discover
exceptional cases, and then analyzed the hospital process for outpatients to
uncover any timing difficulties so as to specify the proposed guidance service.
Considering the findings of the user study and the result of a domain analysis,
we formulated the outpatient guidance service. The outpatient guidance system
is presented here as an example.

In this paper, we conducted an experiment on what impacts the distance
between the user and computer screen as well as the size of FOVs would give on
the spacial awareness of 3D virtual worlds. One of the interesting findings is
that the distance between the subject and computer screen plays an important
role in the spacial awareness of 3D virtual worlds. The spacial awareness is
improved when we see the computer screen in the distance.

Why History Matters: Visual Innovation and the Role of Image Theory in HCI

Creating and experiencing visual innovation in HCI is based on the
historical property of images, and builds on users' visual experiences with
certain prior imagery. Historicity of digital visuality seems to be crucial but
ignored by most approaches in designing visual experience. This paper suggests
to take into account not only aspects from image theory but also art history
and science studies that suggest ways of dealing with the historicity of images
for successfully creating "new" visual form. Furthermore HCI's own history
bears opportunities to connect to the epistemics of visuality derived from the
past.

This paper presents the analysis of two poles in the spectrum of image
creation: the primal drawing process and the coding process in the field of
generative design. The reflection upon these design processes is conducted in
order to answer the question of how it is possible to overcome individually,
socially and culturally determined visual schemata.

Due to massive amount of data, the description of audiovisual media by
metadata nowadays can benefit by the support of (semi-)automatic methods during
the annotation process. The presented tool enables the user to mark,
interactively segment and track preselected objects. An integrated shot
detection splits the video into disjoint parts, for instance to circumvent the
semi-automated tracking of objects across shot boundaries. Arbitrary
application dependent custom image processing chains can be created in
conjunction with the research framework AMOPA. Created data is exported in
compliance to MPEG7-DAVP.

The introduction of robotic and mechatronic devices in motor rehabilitation
after stroke offers new possibilities to support the re-learning of motor
skills. One of these new fields in rehabilitation research is the visual
augmentation of movement-related parameters. So far, the effects of augmented
feedback on the learning outcome are only vaguely assessed and more clinical
studies are needed. This paper describes the first step of a user-centered
approach to develop visually augmented feedback applications for the use in
clinical studies.

Research on pain experienced after Spinal Cord Injury (SCI) has revealed
that not only are there several types of pain present in the same individual
with this kind of trauma, but also that people who suffer such an injury can
describe the characteristics of the same type of pain in different ways. Making
it possible, therefore, to more precisely describe pain experience could prove
to be vital for an increased quality of life. Accordingly, fifteen individuals
with pain after SCI were asked to describe their pain experience using a 3
Dimensional (3D) model of the human body that could be used as an aid in
communicating their pain. The results of this study suggest that the consensus
of the participants approved the ability of the 3D model to more accurately
describe their pain, an encouraging outcome towards the use of 3D technology in
support of post SCI pain rehabilitation.

Videogame worlds can be read like built environments, so the approaches used
to plan real environments may help the design of virtual worlds. In this way,
this paper presents a pilot study that the main objective is to investigate
affordances of the environment that can influence people's path selection,
namely the corridor width. The main hypothesis is that the corridor width will
influence people's preference regarding the path they choose in order to escape
from a building (in an emergency situation). Stereoscopic images projected in a
screen were presented using a constant stimulus method combined with a
two-forced choice method to collect user's responses. Findings suggests that
there is a tendency to bear right when users are in an "T" intersection where
the right and left corridors are equal, and they tend to turn to the larger
corridor regardless its direction.

This paper presents a process of concept development for a new physical
activity monitoring device. It forms part of a collaboration project between a
Finnish health-technology company and Aalto University's Department of Computer
Science and Engineering. There are two main objectives in this project; to
develop and validate concepts for the company's product and to evaluate user
interfaces that were built on the basis of these concepts. This will result in
a set of new ideas for using and improving the service. The paper presents the
results from the first and second phases of this three phase project. The first
phase focuses on requirements from the health-technology company and how these
were considered. Through an iteration process a set of three concepts were
derived. In phase 2, these three concepts are visualized via storyboards. In
phase 2, prototypes that were designed on the basis of the requirements are
also assessed.

Whether through natural ability or educational training, designers possess
advanced knowledge of visual form. Designers acquire most of this special
knowledge through experience creating visual objects such as drawings, color
symbols, and layouts. Although designers immerse themselves creating effects
for visual perception they mostly do so without awareness of the causes of
these effects. Designer's form knowledge is more tacit than explicit.
Perceptual scientists on the other hand have explicit knowledge of perception
of visual form. They have identified physiological processes that directly
relate to designers, such as: pop-out, visual illusions, and mental images. The
question is less whether designers should be aware of these findings than how
the growing understanding of visual perception and cognition can stimulate
visual innovation and design practice. This paper reports on initial attempts
to integrate this knowledge into design education at the University of
Cincinnati.

DUXU in Industry

Human factors engineering methodology is important for design of complex
systems, such as control rooms and distributed control systems. Available
methodologies are however seldom adapted to industrial needs, which limits the
use of the existing human factors engineering research base. In this paper we
argue that human factors engineering methods have to be developed and adapted
to the engineer working under industrial project constraints. Otherwise human
factors engineering is unlikely to achieve a broad industrial impact. The paper
suggests how the industrial viability of methods can be improved by applying a
use centered approach to method development.

Sustainability is becoming increasingly important in today's corporate
world. Businesses with dedicated sustainability programs are seeing a positive
impact on their bottom-line, employee satisfaction as well as their brand
image. However, sustainability is ever changing and businesses need to keep up
with these changes for future success of their organizations. The evolving
nature of this field offers great prospects for user researchers; particularly
for those working in an enterprise software company such as SAP that offers a
suite of sustainability products to help companies run their businesses more
sustainably. Drawing examples from our research this paper will discuss the new
roles, responsibilities, and unique opportunities user researchers have; and
how we can bring about a positive impact in the field of sustainability.

In a global marketplace, UX research often needs to span multiple target
markets to ensure usable products for all users. While there is some literature
on methods for international UX research, less attention has been paid to
practical aspects of planning and conducting multi-cultural research studies.
In this paper, we provide suggestions for leading international research based
on our experience as part of a network of UX research companies spanning 30
countries and 5 continents. We address all stages of a typical project
lifecycle, from planning and conducting research to analysis and interpretation
of insights, with a focus on formative usability testing projects.

Keywords: user experience; international research; usability testing

Lessons Learned from Using Personas and Scenarios for Requirements
Specification of Next-Generation Industrial Robots

As development and productization of complex technology for new markets is
challenging, it is crucial to get valid information about the intended future
users and represent that information in a proper way to technical experts and
project management. This case study describes experiences from using the
"engaging personas and narrative scenarios" approach [1], [2] for defining
requirements for next-generation industrial robots. We found that additional
steps were necessary to supplement the methodology to fit the development of
complex industrial robots, namely globalization, validation of personas among
end users, prioritization of personas, creation of common vocabulary,
identification of business critical scenarios and identification of safety
critical situations. The main benefit from using personas and scenarios was
their role as communication catalyst and how the descriptions facilitate
building a common vision within the project team.

The Enterprise Support Desk (ESD) is the combination of people, hardware,
deployed software agents, and software displays, which maintain the health of
the enterprise service based operations. It is both pro-active and re-active.
It is required to be integrated with hardware and software health monitoring
systems deployed by the enterprise services provider. The objective of this
paper is to provide the basic architecture being employed by the USAF
enterprise system.

The emergence of Cloud Computing promotes a rapid business application
development (RBAD in short) paradigm, which enables non technical developers to
create applications using the interactive and feature-rich tools via browser
without caring about the underlying infrastructure. In this paper, we review
the RBAD platforms in marketplace with various dimensions. To better understand
their feasibility compared to the traditional software development, we
conducted a user study with 12 participants creating application on 3 selected
RBAD platforms. Analyzing their behaviors and feedback from different
development perspectives, we design a conceptual business application model for
RBAD platform, identify the best practice and gaps, and propose 6 design
recommendations for RBAD system.

This paper offers examples of how one User Experience (Ux) team has
supported corporate innovations in enterprise software using a variety of
design-innovation practices. It describes tactical and strategic design and
usability activities that have been used to drive a variety of innovation
activities -- including incrementally refining existing products, unifying the
look and feel of acquired products, and exploring and visualizing new products
for existing and new users.

Multinational companies worldwide seek to improve product/service
development-teams operating in different countries. One of their objectives is
to improve collaboration, communication, and cooperation among teams. Aaron
Marcus and Associates, Inc. (AM+A) recommended countries and locations in which
to undertake research into teamwork within a company, accounting for cultural
differences and approaches to teamwork/leadership.

If a large company like SAP is selling business software, they face several
challenges when you try to introduce new processes or change existing ones to
increase the usability of your software. You need to get the right people with
the right skills, you need to have the budget to run dedicated activities like
user research or usability tests, and you need support from other internal
organizations and management. The organizational part is relatively easy to
address; a much harder challenge is to change people's mindset and thinking. It
is not enough to introduce a new process and tell everyone to execute on that
new process. You need a large commitment from the people executing the
processes in order to change their behavior and the way they do things if such
a large change is to happen. At SAP we are in the middle of such a change
process and want to show you which challenges we have encountered and how we
have dealt with these situations. We will also deep-dive into a concept which
we call "User Experience Advocates (UxA)".

This paper aims to explore the use of scenario approach in training
curriculum for industrial design students. Over-reliance on internet and
ignorance of user's need are critical issues to be addressed among design
students. It is of interest to incorporate Scenario Approach to education
content to overcome students' failure to grasp the key points of a design. We
investigated differences in views on scuba lighting equipment between design
students and expert users. Two groups of 23 participants respectively from the
Professional Association of Diving Instructors (PADI) and an industrial design
department were recruited. Questionnaire was used for collection of data in
this study. Narrative statistical analysis and independent variable t-tests
were used to interpret the raw data. The findings indicate that design students
and expert divers place their primary focuses on completely different factors.
Overall, the students put a great deal more emphasis on appearance of lighting
equipment than did the expert divers. Divers rated multiple functionality and
weight among the most important factors in design. The students sampled largely
overlooked these two key points. Results of this study are critical to
industrial design instructors. It is suggested that students must come to
understand usage patterns and cognitions of users prior to preparing a design
project. Students can gain such understanding through application of Scenario
Approach combined with real-life experience of the equipment. In addition, due
to the wide range of materials available on the Internet, and their unregulated
nature, the quality of information that design students access online varies
wildly. Furthermore, because the Internet is convenient, online information may
be overused and misapplied by design students.

This paper describes the challenges of introducing design and innovation
best practices into large companies focusing on enterprise software products.
It proposes a theory for why existing companies tend to focus primarily on
technical development factors while largely ignoring ease-of-use of the
resulting solutions, and yet have been commercially successful to date. It also
proposes that the market circumstances that have enabled this situation are
likely to change as the market continues to mature. It then suggests methods
for existing vendors to adapt to those changes and outlines the risks of not
doing so.

This paper outlines the changing attitudes of business leaders towards
sustainability and the opportunities this presents to product and information
designers. Smart business leaders are beginning to understand the importance of
sustainable practices to their success. Resource scarcity, increased
regulation, and need to safeguard their brand reputation are a few of the key
drivers for this mind shift. Just as businesses have to reconsider the way they
do business, designers have to re-think aspects of the way they design to
participate fully in the creation of a sustainable world. We have to be
prepared to rethink our design process, our materials, our product lifecycle,
and our notion of customer experience. Information designers and product
designers have to work together to create the next generation of sustainability
products. While product designers play a direct role, information designers
play just an important role by gathering critical information across the
enterprise and presenting them in a consumable way to allow decision makers to
make informed sustainable choices.

In China, there are many large ITC enterprises and many roles in these
enterprises, but UX of working software are not good because many products are
developed without UCD method for many reasons. The author gives a way to
simplify users by personas through user research and concludes some rules to
make design more satisfied by Chinese users because Chinese special culture and
its rapid growth, all workers want to improve their skills and ability in order
to work more efficiently and find more opportunities for better future.

This paper discusses a process used to enable the TV industry toward major
changes around the consumption, navigation and sharing of content. A
chronographic description of key milestones -- from ethnographic research to
concept design and customer impact -- is provided. The illustrated case study
is grounded in the context of a large silicon manufacturer, where notions of
change-through-design, innovation and customer impact have distinct
connotations and set boundaries, especially when compared with medium sized
firms, original equipment manufacturers or academic contexts.

E-invoicing has benefits that are quite valuable to any enterprise, for
example, cost savings, automated accounting procedures and increased efficiency
of the workforce. This paper reports the results of a study that focused on the
ease of use, learnability and low usage of e-invoices in SMEs. The study was
conducted with 12 Finnish small and medium enterprises (SME). The paper
demonstrates use habits related to the e-invoicing systems and presents
positive and negative comments from the users. According to the users, the
benefits of e-invoicing are on a rudimentary level. On the negative side, the
SMEs cannot realize all the benefits of e-invoicing.

Companies need to understand what their products and services do for their
customers. But how can we encourage the organizations that we work for to
concentrate more on the needs of their customers and end users? How can we
inspire each other to deliver more innovative products?
In this paper, we will discuss the impact of Design Thinking, facilitated by
User Experience Design (UxD) on different levels and divisions of an
organization and show how UxD can help support an organization's shift towards
customer centricity.

Could technologies transform software industry and drive the salience of
user experience as differentiation strategy. However the current product
augmentation paradigm conditions company's ability to design and market an
experience product. Without new perspective on product augmentation a company
may not succeed in communicating the value of user experience to its customers.
Thus the differentiation strategy may be jeopardized. The paper proposes the
transformation of traditional view of augmentation. The new model reflects the
need for designing user experience prior to product or service development.
Companies must build new capabilities to build a successful user experience
differentiation strategy.

With a backdrop of global resource depletion, climate change, and
environmental degradation, there's growing pressure on businesses (especially
big business) to change course, to conduct themselves sustainably. Given SAP's
mission to not just sell software, but to "help the world run better," it is
well positioned to advance the cause of sustainable business. This paper
summarily defines the topic of Sustainability Performance Management and the
objectives of a business software product designed for the space. In greater
detail, it addresses the research methods, design process, and development
collaboration model employed during the development of SAP Sustainability
Performance Management (SuPM).

Sustainability, in a general sense, is the capacity to maintain a certain
process or state indefinitely[1]. In this paper, I will discuss 3 phases from
survival, growing to sustainable to keep up user-centered design process within
organization and develop it in a sustainable way. However, running a design
process in the organization level could not just happen without any culture
context. This paper proposes the major focuses in these three phases,
especially reuse and renewal of user experience design assets internally and
externally and illustrates some examples and ideas in context of Chinese
culture.

DUXU in the Mobile and Vehicle Context

This study evaluated the hypothesis that design aspects of the user
interface of the applications and the capabilities and constraints of different
mobile devices could affect mobile user experience in social network sites
(SNS). For this purpose a qualitative mobile usability test, based on a
multi-method approach, was carried out with a sample of 25 Turkish university
students who were experienced mobile SNS users. The tests were conducted with
two different smartphones: Iphone and Blackberry. The participants were
observed during the task executions and additional data was collected by the
"think aloud" procedure, eye-tracking and video recording of the participants.
A short debriefing interview was also made to gain a detailed insight into the
user experience. The findings revealed significant mobile usability problems
caused specifically by the user interface features of the applications and
limitations of each device and enable to propose guidelines to improve user
experience in mobile SNS.

Recommender Systems (RSs) are software tools and techniques providing
suggestions for items, such as movies, CDs, or travels, to be of use to a user.
In general, a recommendation can be more compelling and useful if the context
of the user is known. For instance, in a travel recommender, the season of the
travel, or the group composition, or the motivation of the travel are all
important contextual factors that, as a traveler normally does, should be taken
into account by a system to generate more relevant recommendations. In this
paper we show how a context-aware mobile recommender system for places of
interest (POIs) selection can generate more effective recommendations than
those produced by a non context-aware version, i.e., those normally provided to
the city visitors by the local tourist office. Here we mainly focus on the HCI
solutions and in particular in the explanation of the recommendations that are
perceived by the user as an important element of the graphical interface.

Mobile web and native apps bring different pros and cons to the table.
Intuit recently embarked on a journey to create a mobile web version of its
online business banking solution. In developing this product, the team
attempted to get the best of both worlds by creating a system that would
recognize a device class and adapt content to better fit it, providing a more
consistent user experience while still taking advantage of the wide
accessibility gained by utilizing the mobile web.

Keywords: Mobile; iPhone; Android; Mobile Web; Blackberry; HTML5

Investigating the Integration of Hand-Held Haptic Devices in Daily Work
Activities: The Case of a Tennis Coaching Assistant on iPhone

This paper investigates the integration of hand-held haptic devices in daily
work activities in the form of personal digital assistants (PDAs) and smart
phones that help professionals perform their tasks in a more effective way.
Such devices provide significant advantages of high portability, availability
and familiarity, since their users already use them as mobile phones. The
aforementioned issues will be studied in the context of a Tennis Coaching
Assistant, an application running on an iPhone that provides management and
scheduling capabilities for tennis trainers and allows a comprehensive overview
of the execution of on-court drills and coaching programs. The paper describes
the usability evaluation methodology applied and documents the results focusing
on interaction difficulties and practical obstacles reported by the users as
well as suggestions for future versions of the application, which generally
received quite positive feedback.

More people have their smart mobile devices, more they access web sites via
those devices. However mobile web users are not satisfied with experience of
mobile web. What are the problems that users confront as they use mobile web?
What are the design patterns of existing mobile web sites and what could be the
recommended pattern among them? In order to answer these main questions, three
different studies have executed: 1) task analysis, 2) in-depth interview, and
3) content analysis. According to findings from the studies, design guidelines
for mobile web were finally established.

This paper analyses usability of interface including gesture operation and
interaction in HCI (human-computer interaction). We explore the common gestures
which are used to read e-books, and summarize the mode of operation of these
gestures. This analysis bases on the five indicators that are proposed by
Nielsen in 1993 to assess user interface of the interaction e-book. It
discusses the interface of e-books that experts read and places emphasis on key
points for visibility, button design and operation mode of multimedia button.
Heuristic evaluation was adopted to study the gestures operation in reading
e-book modes based on mobile devices. The study concludes that operation mode,
perception & feedback design, and user's behavior are important
interactions mode for interface design on mobile devices. The paper offers
interaction design principles for development and improvement of the
interactive e-book.

In this paper, we describe the methodology and the activities of mobile
QWERTY research and give examples of different pieces of research and some of
the results and insights. To minimize confounding effects of different aspects
of QWERTY design, we use virtual keyboard layout tools to construct/replicate
different keyboard layout designs so that both human performance and user
satisfaction can be captured by systematically varying design parameters in the
same testing environment. In addition, we also conduct usability testing by
varying specific hardware design parameters and keeping all others constant
whenever possible. By using this 2-pronged approach, an empirical performance
model of mobile QWERTY keyboard in relation to different design attributes
(both perceptual and mechanical) can be built over time. The approach we have
adopted in virtual keyboard testing also helps to improve virtual QWERTY
keyboard design on touch devices as well as physical QWERTY keyboard layout on
devices with physical QWERTY.

Many information devices have high performance and functionality by the
progress of information and technology and have made lives of people more
convenient. Although high functionality is a cause of the attractiveness, it is
difficult to satisfy the user only by this. Therefore, the purpose on this
research was the comparisons on Kansei factors of attractiveness between
initial and long term use of mobile phone. As the results, the four factors
which are operability factor, motivation factor, familiarity factor, and
accuracy factor were extracted as elements of the attractiveness on initial
use. Moreover, the two factors, activeness factor and affinity factor were
extracted as elements of the attractiveness on long term use. Therefore, it was
suggested that the criteria which evaluate the products change as follows. It
evaluates to the detail on initial use, and it evaluates it through the whole
on long term use.

Keywords: kansei; attractiveness; usability; mobile phone; use term

Clarification of Kansei Elements of Attractiveness Related to Usability for
Long Term Mobile Phone Users

Recently, in the IT products area, it has become difficult to distinguish
among products by function. Usability is one of the most important user
requirements for products. And we assume that the other important factor
related to distinctiveness among products is Kansei (human sensibility). One of
the elements for usability from the viewpoint of Kansei is attractiveness. IT
product manufacturers need to consider the user's Kansei when developing
products. By clarifying the mechanism involved in Kansei and by developing a
quantitative Kansei element evaluation method, we will be able to develop
attractive IT products continuously. We targeted long term users, and we ran a
subjective evaluation experiment for attractiveness related to usability
including a questionnaire concerning the factors that influenced the judgment
of the evaluation and we clarified some of the elements of human interface that
influenced Kansei elements of attractiveness related to usability. The results
indicate that when people use mobile phones considering accessibility to some
function, they feel "kinetic", "dynamic", and "refreshing" and when they use
mobile phones considering errors when sending an e-mail or making a call, they
feel "three dimensional", "impressive", "surprising", "epoch-making", and
"natural" and want to use them. The results also indicate that when they use
mobile phones considering ease of inputting text, they feel "good operability",
"hard to make an error", "controllable as one likes", "stress-free", and "want
to keep using".

Keywords: Kansei; attractiveness; usability; mobile phone; long term use

This paper describes the theoretical and technical foundations for designing
and developing an effective mobile collaborative learning (MCL) environment.
The paper suggests a prototype based on client-server side with the support of
functional components and working procedures, which help users to obtain
contents from a server to meet the pedagogical needs. The proposed prototype
provides the best MCL environment for students who want to learn at home and
working places through mobiles. Finally, to find valuable hidden issues, the
paper introduces a new application, "group" in Android operating system, and
then conducts usability test in order to facilitate users for accessing and
obtaining the contents in collaboration learning procedures.

Informal self-help groups (merry-go-rounds) are very popular in Africa.
Group members come together for informal banking, social welfare, sharing
knowledge, news, ideas and tradition, and income generating projects. In Africa
groups tend to be geographically isolated particularly in rural areas. This
limits interaction between groups yet this could be beneficial e.g. small group
savings put together could create a horizontal microloan system for groups and
interest financial institutions to deliver services to them. It would also
boost local trade and open new markets for entrepreneurs. Networking self-help
groups is thus important and implementation through e-solutions would help
overcome geographical dispersion challenges. This paper discusses research
findings supporting the case for development and design of e-solutions for
linking self-help groups. Further it highlights various opportunities for
e-solutions by relevant stakeholders for group linkages and provides some
design insights based on design guidelines developed by Nokia Research Center,
Africa.

This paper presents the results of user studies on a public transportation
mobile ticketing concept. The studies aimed at obtaining a thorough
understanding of the diverse user needs in a travel ticket ecosystem, thereby
providing relevant and valuable information to guide the development process of
a new mobile ticketing system. The user studies were conducted in three phases,
starting from analysis of the present ticketing system and ending with
evaluation of the new concept generated. The studies were executed in close
collaboration between academia and industry, and the results proved to have
great impact, as they were used for making strategic choices between
technological alternatives and in marketing the development of new mobile
financial services to various potential business partners.

Understanding mobile users and their behaviors in context, across multiple
countries and cultures, is challenging and costly. However, the reward of
creating a mobile application that meets mobile users' needs (and is actually
used -- not deleted within days of being downloaded) is priceless to the user
in terms of productivity, the employer by keeping data updated, and the
developer by producing a successful application.
To develop such applications, mobile HCI professionals need to identify
mobile users' daily mobile habits and tasks completed with their devices. To
uncover unexpected uses and a range of contexts, we recommend using a photo
diary technique in conjunction with other ethnographic methods. Conducting
mobile photo diaries will help mobile HCI professionals in their application
decision making process, by giving them additional insights into their users
that may have been inaccessible or unthought-of before, and visually rich
deliverables to share with management.

For contextual evaluation of context-aware mobile phone applications, it is
desired to observe user interaction with them and collect user feedback about
them in situ. For this purpose, we designed and built an experience sampling
system (ESS) for mobile phones. The resulting ESS is characterized by the
following features: event-driven sampling of user context and feedback,
real-time monitoring of user experience, and offline tools for data analysis.
We conducted user experiments to confirm that the ESS was effective for
evaluating mobile phone applications. We report in this paper the design
considerations and the implementation detail of the ESS as well as the results
of the user experiments with the ESS.

Using the latest trends of the mobile industry and firsthand knowledge
gained from working with a premier mobile network operator, this examination
focuses on the development of 4G technology as it relates to user experience.
It considers the next digital innovations that this technology may inspire, as
well as the future of 4G user experiences. This investigation also discusses
how shifting business models could benefit some carriers as they evolve into
smart pipes and take charge to create amazing user experiences for the next
generation.

Biometric authentication systems are an important component in more
sensitive applications, since, in conjunction with the use of a mobile device,
enable so-called "multifactor authentication", which involves something the
user knows (a secret, e.g. password or PIN), something he has (mobile device)
and something that he is (a biometric trait). This paper aims to present
usability recommendations to be followed during the implementation of
applications or services for mobile devices. These recommendations will be
presented taking into account international standards and standards already
used in other applications and devices. As a result it is expected a set of
specific recommendations for the technology that will be adopted in the context
of BIOMODAL project.

This study compared the usability of two different speech activated
automated telephone services with a group of older adults, aged between 50 and
87. All participants completed a series of information search tasks with a
standard numbered menu system, and with a specially developed menu system
designed around a spatial metaphor. Automated menu systems presented a
significant barrier for older adults with only 59% of participants able to
complete all search tasks. Task completion improved when using the spatial
metaphor-based version of the service. The spatial ability of participants was
related to successful task completion with both services. Time taken to
complete search tasks correlated with working memory capacity only in the case
of the standard service and not the metaphor-based service. The incorporation
of spatial metaphor within automated telephone systems may therefore provide an
important aid to navigation when developing future services with older adults
in mind.

In order to create a set of Oracle Mobile Applications patterns and
guidelines that would reflect the needs of customers both in the US and other
global areas, we conducted a set of user feedback sessions on messages with
mobile application users in both the UK and the US. Participants were asked to
consider scenarios that covered how they expected notifications to work,
collaboration scenarios, how messages might display, specific wording
alternatives for messages, and expectations for confirmation messages. The
information gained from these interviews and sessions was used to validate
assumptions, previous research findings, and anecdotal evidence, as well as to
explore wants and needs for future releases of mobile applications for
enterprise users. This information was then used to create a new set of
patterns for mobile messaging, as well as to create guidelines for content of
messages for our development teams.

Keywords: Mobile; Messaging; User Assistance; patterns; guidelines

Proposal for Indices to Assess Attractiveness on Initial Use of Mobile
Phones

It is necessary to determine the attractiveness level of using mobile phone
to ensure user satisfaction. This study measured physiological indices of
attractiveness during participants' initial use of a mobile phone. As
physiological indices which concern autonomic nervous system activity, nasal
skin temperature, pupil diameter, electroencephalography, blinking, and
electrocardiography are listed. These indices were selected because preceding
studies have suggested "safety and relaxing" and "feelings induced by desire
and interest" as factors related to the attractiveness of mobile phones. The
results obtained in these experiments that a device's attractiveness to users
can be evaluated using physiological indices. Thus, the present study showed
basic perspectives related to attractiveness from the point of physiological
response.

Ubiquitous computing environments are complex systems since they support a
variety of different input modalities such as voice, touch and keyboard/mouse
input. Especially inexperienced users (e.g., elderly or novel) might be
confused with the abundance of interaction opportunities. This paper presents
an approach to specify smart user assistance for mobile devices. The mobile
application shows performable tasks, explains modalities and commands, and
provides interactive exercises in order to get the user familiar with the
system interaction. The complexity of the interactive exercises and the
selection of most suitable modalities are adapted based on user
characteristics. The advantage is that users become acquainted with the use of
different modalities step by step.